Platy's Peculiar Pleasant Posh Python

NICE. I will absolutely use that background one. Do you know off the top of your head what the size and/or aspect ratio of the images should be to avoid distortion? Or does it say in the code?
 
The BTS one uses 1024 x 512 so I simply follow it.
Although I am quite bewildered at that ratio.
Seldom see a monitor screen 2:1
 
Mercernaries

Features:
Purchase Units with Gold instantly

Since there isn't any screenshot available for the old one by Lopez, so I design it on my own from scratch.

Civ4ScreenShot0001_zps9d7e5f9f.jpg


Select the mercernary you wish to hire from a list of available units similar to what that city can build.
Resource pre-requisites are ignored, since you hire them, not train them.

Amateur:
Cost: 2x Production Cost
Starts with 2 XP

Standard:
Cost: 3x Production Cost
Starts with 5 XP + Mercernary Promotion
Spoiler :

Standard_zps8fc0c95b.jpg


Elite:
Cost: 5x Production Cost
Starts with 10 XP + Elite Promotion
Spoiler :

Elite_zps89aa2dc7.jpg


GrandMaster:
Cost: 10x Production Cost
Starts with 20 XP + Grandmaster Promotion
Spoiler :

GrandMaster_zps7b736934.jpg


EliteMercerny_zps464b5af8.jpg


Select the City you want the mercernary to arrive at, and there is a zoom to city button as well.
Mercernaries spawn with a random name.
No limit to how many you can hire, so long as you can afford.

No A.I. involved yet.
 
My bigger interest is setting some restrictions rather than as long as you can afford.
Currently the only restriction in place is 90% culture so you cannot hire in a newly conquered city.
When the base design is done, then I will bother with a.i
 
Hey, I have an idea. In my mod, I add some military civics, and after merging your Mercenaries Mod, I suggest that this component can only be activated by some civics like voluntary army, levy or something like that. If you have a professional army, then it will be disabled.:king:

However, I see no reason why a newly-conquered city cannot hire mercenaries.:rolleyes:You know, these guys are only motivated by money. :ar15:As long as you have the green, they'll flood in in no time.:cool:
 
Hello, platyping, I'm trying to use your Unique Background component cause I think it's a great idea, however, I have no idea how I can apply it to all the other advisor screens and the civilopedia and when I try to edit one, when I start a game there is no interface only the map. Could you help me? Thanks!
Also:Would it be possible to create something in python to have civ unique/specific Dawn of Man popups?
 
Mercernaries

No A.I. involved yet.

When i worked on the "python" side of this modcomp, it was OK, but it didnt work out something was wrong with it (might want to see python thread for this).

Anyways, i also talked to The Lopez on this to re-make it when he came back the 2nd time, and then he disappeared again :mad::mad:, but anyways, he SAID "It would have to be completely REDONE from scratch from the ground up, because it doesnt work correctly" for some reason in BtS??:dunno:

I personally want this in C2C, this is a GREAT modcomp, IMPO (when its done correctly, that is!!)
 
Updates

1) National Units and Team Units allowed as Mercernaries.
World Units are still disabled for obvious reasons.
NT and UT are still bounded by their respective limitations

2) Added Gold Trading as requirement to access Mercernaries.
Not possible to hire someone when you cannot pay them.

3) Added Connection to Capital as 2nd requirement beside 90% Culture
@Aloha
The 90% Culture is required to stop players from hiring directly in newly conquered cities.
Imagine I just conquer a city, and the next turn it is flooded with 100 mercernaries.

4) Added a simple promotion for Amateurs as well.

@SO
I didn't bother to look into Lopez's python, since there isn't even a screenshot available and the download seems to be for pre 3.19 BTS, so no point looking at how it is supposed to be implemented.
Anyway, no point looking at it when you already know it has problems.
Thus, beside the mod name, actually nothing is from the mod :D

@CivCiv
1) Unique DOM is already available, although it just changes the DOM text.
2) gc.getGame().getActivePlayer() is defined differently in different screens, so that was why it may cause a problem to you, if you simply C&P to other screens.
Rewrote that part slightly to allow C&P blindly.
Added Financial Screen as well for comparison.

Always activate python exceptions before telling me it doesn't work, since I cannot possibly know why without seeing any error messages or screenshots.
 

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@SO
I didn't bother to look into Lopez's python, since there isn't even a screenshot available and the download seems to be for pre 3.19 BTS, so no point looking at how it is supposed to be implemented.
Anyway, no point looking at it when you already know it has problems.
Thus, beside the mod name, actually nothing is from the mod

OK i understand, BUT at least could you use those btns, yours are mainly for Fantasy:rolleyes: type mods, NO offense.
 
@Aloha
The 90% Culture is required to stop players from hiring directly in newly conquered cities.
Imagine I just conquer a city, and the next turn it is flooded with 100 mercenaries.

Not possible. You'll be lucky if you can afford 10+ mercenaries:D. Most classical era mercenaries cost around 200:gold:, which means 10 of them will cost 2000+:gold:. I mean where can you collect such a large sum of money in classical times. Even if you have, would it be wise to spend it all at once on the mercenaries?

When you enter the modern era, hiring a ridiculously high number of mercenaries is still not likely. Since a Numidian Cavalry costs 250:gold:, I guess a tank would at least cost you 2500:gold:. Hiring 20+ mercenary tanks might be a nightmare for your economy.:mischief:
 
Basic A.I. implemented

A.I. will start hiring 1 Mercernary each turn in their capital when they have too much surplus cash (10 times > GrandMaster Cost).

The surplus cash limit is set so they will still have plenty of spare cash to do other more important things, such as upgrading units, rushing wonders.

Thus, they will only hire 1 GrandMaster Mercernary each turn, when they can afford more than 10 of that type.

There will be more A.I. in future during war times, but during peace times, this is the basic A.I. for them to slowly build up their forces while not depleting their treasury significantly.

@SO
Not at all interested.
Whoever not happy with the Art, Promotion Effects, Promotion Names, Random Names etc can edit themselves since those are just XML. :rolleyes:
I only bother with the python codes.

@Aloha
Ignoring ICBM, the highest cost is Missile Cruiser @ 260 Hammers, or Modern Armor @ 240 Hammers.
An Amateur MA will just cost 480 Gold.
With a decent economy system, you can definitely earn > 2000 GPT if you are not running at 100% Science/Culture/Espionage
Nobody said you must hire Grandmaster ones.

The idea is that players should be encouraged to train rather than to buy, which is why
1) At End Game, GrandMaster 20 XP will look miserable compared to a trained unit
2) Promotions are decent, but not too strong, in fact only Grandmaster one has anything to do with combat.
 

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So I have added the screens to the victory conditions and civilopedia screens successfully.
However I copy pasted the same to the religion, civics, espionage, foreign, military, religion and without success but without python errors. The same with the info screen but with errors.
 

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Look at the original code in that screen.
The thing about firaxis screens is they like to name things randomly.
So the name of the background widget may be something else in another screen.
Just compare it with the original code and it should not be difficult.
Already off computer so can't be bothered to check
 
@SO
Not at all interested.
Whoever not happy with the Art, Promotion Effects, Promotion Names, Random Names etc can edit themselves since those are just XML. :rolleyes:
I only bother with the python codes.

I didnt look yet, sorry, so its like the modcomp i made, "mercenaries" modcomp, strictly python based??
 
Hard to tell if it is similar when there isn't a screenshot to illustrate how it is meant to work.
I am certainly the lazy type who can't be bothered to read one whole essay of explanation without a single picture to illustrate
 
Hard to tell if it is similar when there isn't a screenshot to illustrate how it is meant to work.
I am certainly the lazy type who can't be bothered to read one whole essay of explanation without a single picture to illustrate

:lol::lol: now your commenting like DH, thx for the laugh, i needed that!!:p;)
 
Hey Platy, I was interested in using your Mercenary modcomp but I wanted to put a little spin on it. Firstly I was wondering if there was a way to make the mercenaries linked with a specific terrain or even potentially part of the globe. For example, if the square you wanted the mercenaries to come from was a desert you could only get like Bedouins or something of that nature. Second, I wanted to make the mercenaries only unbuildable units. So that the players could not create them themselves they could only purchase the mercenaries. How difficult would this be to do and would it be possible?
 
So...platyping could you help me apply the unique screen to all advisors and info screen? I can't get it to work cause I'm really bad at python. Thanks!
 
@capo
Possible.
See, SO, there wasn't even a description in the original mod what kind of units available for mercenaries so I have to decide myself.
The decision was that I cannot be bothered to create new unit types but it is always easy to create new types.
Currently it is simply checking what kind of units are buildable in that city and give you a list of choices.
Setting it to check terrain, era or artstyle, whatever and give you different list of choices is totally similar.
Just slightly different codes.
 
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